Having camera rendering to a render texture that's not ARGB32 or similar,
the game will crash with "Access Violation" whenever a mesh with "GrabPass" in shader gets into the camera clip range.
* Just having "GrabPass {}" is enough to trigger, explicit type "Texture2D<type>" in following passes does not help
* Affects mostly higher per-pixel resolution formats such as "ARGB float/half/int"
Can be mitigated by correct layering in worlds, but dangerous on avatars because of forced "Player" layer.
Especially dangerous in public due to usage of huge meshes with distortion shaders.